Some wargamers love to win at all costs - the wargame is a chance to show off a better tactical nous, a sharper mind and a deeper knowledge of the rules system. For others the game is mostly about showing off their wonderful array of models, each demonstrating enormous levels of creative flair. For me, wargaming is mostly a way of avoiding all the jobs around the house that need doing. Uninterested in finessing the rules (too much like work) and unable to paint like a craftsman (too much like work, and requiring talent), I am forced to look elsewhere for my gaming motivation and style of play. I find it in getting into character. By this I do not mean dressing as an orc or speaking Klingon, rather in playing a game in the spirit of that game.
Take my current favourite game - Across the Dead Earth. I am working on having 5 gangs ready to go for multi-player games. Each gang will play very differently, not because of their weapons or abilities, but because they are different gangs:
The Meat Eaters - a bunch of lunatic cannibals. These guys aren't interested in loot, they are interested in killing people, as a first step in food prep. They will inspire terror by their relentless pursuit of opponents naively going after territory or loot. I picture them moving in a mob, a force of nature not a tactical elite.
The Hunt - aristocrats, despising and dismissive of those outside their class. Their martial values mean they enjoy 'the hunt', taking pleasure in killing and maiming their quarry. Yet, perversely, they will also be hugely loyal to each other,driven by a warped sense of nobility, taking huge risks to safeguard each other's lives. Élan and agression.
The State - military anoraks - proper tactics and everything. Mission objectives always come first.
The Maroons - a black gang who value their lives greatly, avoiding close combat, and instead taking great pride in their ranged skill and equipment - shiny guns and cool gear. Loot matters a great deal to the Maroons. Items which hold particular appeal for the Maroons include objects d'art, fine clothing or books (m ore on this gang, inspired by some Spectre Minatures Sappuer and Big Men models to come)..
Longbridge Workers' Militia - defensively minded. Human life matters to these humanists, and they will not risk the blood of their comrades on a whim. However, they are also full of seething class-hatred for their enemies - the Hunt and espiecally the State. Retreat, even in the face of impossible odds would be an insult to the movement's martyrs, espiecally if fighting on home ground, when facing these class enemies..
I'd quite like to tweak aspects of the game to fit my gangs. Perhaps the Maroons get a seperately set of loot markers to pursue, perhaps opponents of the Meat Eaters should have to take a skill/fear test the first time they get LoS to two or more of them, maybe the hunt always get to pick the 'take a bullet for a friend' and / or the 'move the medic directly toward injured buddy' card from the pack at the start of the game. Tweaks to build a narrative.
Playing in character in Fantasy (KoW) is easy - Orcs - insane agression - Dwarfs let the artillery do the work etc. Across the Dead Earth it is much more fun